ABSTRACT

This introduction presents an overview of the key concepts discussed in the subsequent chapters of the book. The book helps the readers to organize their understanding of design into a language that everyone can use to create games. It teaches all how to apply the ideas of the architect Christopher Alexander, who pioneered the concept of a Pattern Language as the framework for architectural design. Games like Brenda Romero’s Train make a strong argument that games are indeed more than just fun and do change the thinking of people who play them. Alexander looks at the world and seeks to identify patterns that architects can use to shape "good" spaces that will enrich the lives of the people who inhabit them. Computer scientists, in a more limited way, try to use patterns to create software that will function better to fulfill its purpose. The book encourages the development of a personal Pattern Language what as a developer everyone needs.